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| OneLeft |
Sat 25 Feb 2006 04:44 |
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<mjn> Solved! with the power of C++
<mjn> (SPOILER) Aww, man, why can't I jump from the left into the space directly above the center?
I was assuming that all jumps onto red panels were legal; guess I'll have to readjust...
<OCTweak> (SPOILER) With a board of 51x68 I can easily implement all the moves. Maybe next version of Escape will permit bigger boards.
<OCTweak> (SPOILER)
Off course is possible to implement all the moves. The only reason I did not, is because Escape limits the size off the board.
<OCTweak> I tried bots to make the moves and keep the player and "board" always in vision, but this robots are too stubborn and sometimes they don't go where we want! 8)
<Doom> (SPOILER) I think that the level idea is very cool, but the lack of many moves makes things extremely hard to plan well.
I tried this once and after I came to a dead end because I couldn't make my next (normally available) moves, I just had to give up. The solution is too rigid to be fun.
I suppose it might be possible to write down every possible move and work it out from there. But that requires plenty of extra work, which I don't feel like doing right now.
<Tom 7> Excellent!! I still don't understand how this mechanism works exactly, but it's a really neat embedding and even neater that you don't use bots at all.
<OCTweak> Without zoom I believe this level is impossible |
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| pinball2 |
Tue 21 Feb 2006 09:26 |
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<OCTweak> (SPOILER) Cook: Hidden yellow block not used!
<OCTweak> (SPOILER) Added solution "Another Solution":
Cook.: Hidden yellow block not used |
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| Follow the arrows! |
Tue 21 Feb 2006 00:59 |
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<mlc> (SPOILER) Added solution "Down, up, and over":
Another solution. |
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| Dr. John Davies of Mallwyd |
Tue 21 Feb 2006 00:16 |
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<Adam> (SPOILER) Added speedrun: 71 moves (old: 81).
Optimal. |
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| Quartered Arena |
Mon 20 Feb 2006 15:44 |
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<Doom> (SPOILER) OCTweak on a rampage? :)
I know exactly how to solve this one, but haven't succeeded in doing so yet.
I'll propably try to fix some of those cooks in the original one this weekend. If it doesn't prove to be too tricky to get done, as happened with my previous cooked level. (Block Shortage)
<OCTweak> (SPOILER) Added speedrun: 96 moves (old: 98).
Very cool level!!!!! |
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| Halved Arena |
Mon 20 Feb 2006 03:19 |
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<mjn> (SPOILER) Oh, man, I was totally wrong about what the trick was, so I ended up cooking it. Mod coming up...
P.S. great level
<mjn> (SPOILER) Man, I haven't got this yet, but if the trick is what I think it is, then that is a really cool trick... |
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| obstacles2 |
Sun 19 Feb 2006 22:04 |
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<Adam> (SPOILER) Added speedrun: 35 moves (old: 37).
Optimal. |
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| Error? |
Sun 19 Feb 2006 21:25 |
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<Tom 7> If this is intended to be a bug report, I do already know about the animation problems with transponders. I hope to get to it after a few other more urgent problems (and many other non-Escape urgent items)... |
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| Halved Arena |
Sun 19 Feb 2006 18:47 |
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<Tom 7> It no longer seems impossible, but this is a hard one! |
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| Sphere Puzzle |
Sun 19 Feb 2006 18:17 |
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<Tom 7> You can move spheres around arbitrarily with a grey block there, so this was quite easy. |
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| Halved Arena |
Sun 19 Feb 2006 18:01 |
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<bpotetz> (SPOILER) Added speedrun: 132 moves (old: 176).
Very cool level, Doom. Nice. |
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| Checkpoints |
Sun 19 Feb 2006 14:09 |
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<Tom 7> This is more of a proof of concept than a puzzle, of course, but I think this is a really elegant construction. Clever!
I would have used a regular panel instead of green floor for the fourth color, though. |
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| Follow the arrows?!? |
Sun 19 Feb 2006 08:30 |
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<Doom> (SPOILER) Added speedrun: 215 moves (old: 219).
The same old non-cooked solution |
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| PUA Tactic: Ignore The Target |
Sat 18 Feb 2006 22:33 |
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<terpy> (SPOILER) (note: speedrun of 2 moves didn't break record; not added)
Hah. |
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| Checkpoints |
Sat 18 Feb 2006 19:06 |
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<KWM> (SPOILER) It will be there once you've done what you need to do. |
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